Technical overview of my water system in UE: wave propagation, deflection, foam, waterline...

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0:00 Intro
0:18 UE Water Plugin
0:43 My Plugin
01:05 Features overview
02:34 Limitations
03:44 Basic Setup
04:56 Actor Setup
05:17 Obstacle Setup
05:32 Multiple Water Surfaces
05:52 Water Actor Grid
07:17 Water Actor Far Mesh
07:34 Water Actor Center On Pawn
07:57 Water Actor Post Process
11:48 Capture Actor Obstacles
14:25 Obstacle Map
15:15 Static Actors
16:09 Volume Setup
19:04 Wave Algorithm
23:14 Controller Component Functions
24:35 Controller Component Settings
28:00 Performance
29:14 Capture Actor Extras
30:35 Fake Wave Shadow & Caustics Effects
31:05 Conclusion
31:30 Patreon
31:48 Gumroad Situation
33:12 Outro

Cheers!
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Could you make one of these for snow and sand?

mxn
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Very impressive system! Do you think you'll look into full boat support as well as ocean wave simulation?

Ecker
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A potential optimization for your scene capture component: Charlie (PrismaticaDev on youtube) was experimenting with optimizations because he has a persistent system that tracks grass interaction, sand trails, water etc. Turns out, if you use 2 render targets, blur them slightly, stagger their start times, and lerp between them on read using time in the material graph, you can get an acceptable result at very low update rates (he posted in his discord that his scene capture went from 30fps to 8fps and still looked great). Should speed things up if you do it correctly. I might not be explaining this well, so maybe you should shoot him a message about it.


2 questions:

-is it possible to sample height at a point? will a line trace pick up the ripple deformation, for example?
-is it possible to add gerstner waves to make the water itself look nicer?

coolguy-xbyn
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Look cool but big minus no spline river

plasid